Page 1 of 5 12345 LastLast
Results 1 to 10 of 46

Thread: 3 unlocks to use and some questions

  1. Registered TeamPlayer
    Join Date
    07-24-07
    Location
    Cedar Park, TX
    Posts
    42
    Post Thanks / Like
    Stat Links

    3 unlocks to use and some questions 3 unlocks to use and some questions 3 unlocks to use and some questions 3 unlocks to use and some questions 3 unlocks to use and some questions 3 unlocks to use and some questions
    Gamer IDs

    Gamertag: Medwynd Medwynd's Originid: Medwynd
    #1

    3 unlocks to use and some questions

    So I have 3 unlocks to use and am interested in going up the left branch of the engineer tree so I can get the Koenig as a temp unlock. How does this weapon fair against vehicles? Significantly better than the rockets?

    My other option is to spread em out a bit, I can grab the upgraded repair tool to get motion mines as a temp unlock, recons netbat system to get camo asa temp unlock and advanced med hub to get smoke grenades as a temp unlock.

    The second option seems to get me a few more useful goodies over the ae defuser, vehicle id, and vehicle sonar.

    Thoughts?

  2. Registered TeamPlayer
    Join Date
    04-20-07
    Posts
    746
    Post Thanks / Like
    #2

    Re: 3 unlocks to use and some questions

    I'm not sure what the Koenig is exactly. But i'm assuming you're talking about the Pilum H-AVR. To that quest, the Pilum and the regular rocket launchers do the same damage.

    However, the Pilum's shot travels three times as fast, and reloads faster. While the rockets can change direction. You also don't have to stay in the open to guide the pilum shot.

    If i may suggest on the spreading out, when you're playing, take some kits and find which weapons you like. If you're going to temp unlock smoke grenades, that means you don't have the Voss, try someone's kit out who has the Voss. If you like it, go all the way and get that. I think the weapon you're using effects more on how you play than your other unlocks, but that's just me.

    I personally wouldn't spread out unlocks, as most of the very useful ones are deep into trees, but if you want to spread points out to get a feel for everything, by all means do it. Hope this helps.


  3. Registered TeamPlayer
    Join Date
    07-24-07
    Location
    Cedar Park, TX
    Posts
    42
    Post Thanks / Like
    Stat Links

    3 unlocks to use and some questions 3 unlocks to use and some questions 3 unlocks to use and some questions 3 unlocks to use and some questions 3 unlocks to use and some questions 3 unlocks to use and some questions
    Gamer IDs

    Gamertag: Medwynd Medwynd's Originid: Medwynd
    #3

    Re: 3 unlocks to use and some questions

    Yeah I was talking about the Pilum.

    Well I have all of the support unlocks, except the NS ones, and thats the kit I normally play.

    The rest I dabble in depending on whats needed or if I want to mix up what I'm doing a bit.

    I get a good number of kills with the standard weapons available in each kit that why I was thinking of spreading around my unlocks to get some more toys.


  4. Registered TeamPlayer
    Join Date
    04-03-07
    Location
    Houston, Tx
    Posts
    7,986
    Post Thanks / Like
    Stat Links

    3 unlocks to use and some questions 3 unlocks to use and some questions 3 unlocks to use and some questions
    #4

    Re: 3 unlocks to use and some questions

    Personally, I say spread it out a little.

    Always but ALWAYS have the netbat systems. Information is just too valuable.

    The upgraded repair tool lets you repair faster as well as let you repair other vehicles while sitting in a different vehicle.

    As fast as field upgrades come, I say upgrade up the tree to 1 below whatever item you are looking at. That way you can flesh out your character all the way across the board. But quickly get the netbats and the advanced med hub/ammo hub/repair tool.

    Laggy

  5. Registered TeamPlayer
    Join Date
    07-12-07
    Posts
    1,471
    Post Thanks / Like
    #5

    Re: 3 unlocks to use and some questions

    Quote Originally Posted by Medwynd


    Well I have all of the support unlocks, except the NS ones, and thats the kit I normally play.

    Stop right there.

    Your next unlock is the infantry sonar NS unlock.

    No arguments.

  6. Registered TeamPlayer Mcstrange's Avatar
    Join Date
    01-22-07
    Location
    Atlanta
    Posts
    7,243
    Post Thanks / Like
    Stat Links

    3 unlocks to use and some questions 3 unlocks to use and some questions 3 unlocks to use and some questions 3 unlocks to use and some questions 3 unlocks to use and some questions
    Gamer IDs

    Gamertag: Mcstrange PSN ID: Mcstrange Steam ID: mcstrange
    #6

    Re: 3 unlocks to use and some questions

    The Pilum is a must have for the engineer class.
    <a href=http://www.teamplayergaming.com/signaturepics/sigpic1191_1.gif target=_blank>http://www.teamplayergaming.com/sign...gpic1191_1.gif</a>

  7. Registered TeamPlayer
    Join Date
    03-24-07
    Posts
    7,336
    Post Thanks / Like
    #7

    Re: 3 unlocks to use and some questions

    Yeah, the real problem with Engineer kit is you pretty much need 10 unlocks to be effective with it. You need the Pilum and the extra shots for SMG, then you need Mine Bait and Motion mines.

  8. Registered TeamPlayer
    Join Date
    06-02-07
    Posts
    262
    Post Thanks / Like
    #8

    Re: 3 unlocks to use and some questions

    Quote Originally Posted by WinterSays
    However, the Pilum&#39;s shot travels three times as fast, and reloads faster. While the rockets can change direction. You also don&#39;t have to stay in the open to guide the pilum shot.
    You do not have to stay in the open while guiding the rocket in. Supposing the vehicle has been identified on the netBat system, you can use the red diamond to guide it in while standing behind cover. Actually, you don&#39;t even need to pop out of cover at all. Just learn to shoot around corners. Contrary to popular opinion, you can expose yourself less using the rockets than you do using the pilum.

    The significant differences between rockets and pilum are:
    exposure while firing - rockets win
    reload time - pilum wins
    projectile speed - pilum wins
    ability to hit moving vehicles - rockets win
    ability to hit aircraft - rockets win
    accuracy at close ranges - pilum wins, rockets don&#39;t fly straight for the first few meters.
    accuracy at all other ranges - rockets win

    Quote Originally Posted by Mcstrange
    The Pilum is a must have for the engineer class.
    I&#39;ve unlocked the pilum a few times via the temp squad unlocks. After using it a little bit I decided it&#39;s going to be one of the last unlocks I get. I&#39;m missing out on the mine bait but I can always use the manual version instead, and it works on RDX/APM as well.


  9. Registered TeamPlayer
    Join Date
    03-24-07
    Posts
    7,336
    Post Thanks / Like
    #9

    Re: 3 unlocks to use and some questions

    Use the pilum. You&#39;ll get used to aiming it, and it&#39;s a lot easier to hit a walker at 300 meters with a pilum than with a rocket that you can almost maneuver. Pilum does more damage, and you just fire and forget, so you can fire at a tank, switch to SMG easily and still hit, or fire and duck around a corner and still hit (which is a lot harder to do with the rockets than you say). If you&#39;re much better with rockets than with the pilum, they can be better, but just get good with the pilum and it won&#39;t matter.

    So let me remake your list:
    exposure while firing - Pilum wins unless you&#39;re really good with rockets.
    reload time - pilum wins
    projectile speed - pilum wins
    ability to hit moving vehicles - Tied depending on skill with either
    ability to hit aircraft - Pilum can hit something moving fast much easier than rockets. SAAW wins.
    accuracy at close ranges - pilum wins, rockets don&#39;t fly straight for the first few meters.
    accuracy at all other ranges - Depends on range, vehicle, and skill with either.

  10. Registered TeamPlayer
    Join Date
    06-02-07
    Posts
    262
    Post Thanks / Like
    #10

    Re: 3 unlocks to use and some questions

    One more thing for the list, the rocket sets off an alarm sound in the vehicle/aircraft while the pilum doesn&#39;t.

Page 1 of 5 12345 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Title